The Queen of souls retains Occultist as envoys in the human realm fir their cunning, patience and mastery of a broad swath of the dark arts. Through the calculating eyes of a Occultist, the battlefield is a place where enemies are coldly manipulated and allies are empowered with formidable enchantments.
Occultist – have a mage staff and deadly scythe behind his back. This class has control of Dark and Light magic, and he uses those as he see fit, while using dark magic he causes enormous damage, but as a light mage he heals and buffs his allies. You can change your power only on lvl 20.
This class can easily replace pure healer class (Spiritshaper) in low level dungeons, with his ability to easily change between darkness and light he can either deal damage and debuff enemies or heal and buff allies. Occultist can slow enemies, make them bleed or regenerate his HP by dealing dmg, he can lower enemies defense or movement speed or increase allies defense, heal and increase their physical and magical defense. This class is without a doubt one of the most useful ones in game.
Skillful Occultist is a real nightmare in 1 vs 1 pvp, he can debuff and deal a lot of damage, his vampiric and healing skills make it quite a chore to even lower his hp. In mass pvp his role is ganking enemy players while standing behind front line. But as this is the most versatile class you have to keep in mind that on higher levels he has much less damage than Swordmage and heals worse than Spiritshaper, so you will have to be as cunning as possible to show all your enemies that you are a true menace!
All skills stats below are shown as 1st lvl! on 1 level character!
Occultist's combat skills
Causes damage to the enemy or recovers HP for friends.
In the Dark Warden State it causes 10 Spirit Damage to enemy units.
Affixes a Soul Marker on the target unit. This marker will explode after 3 seconds and causes either damage to all enemies surrounding the target or healing to all teammates.
Dark Warden: Explosion causes 30 Spirit Damage
Light Bringer: Explosion causes 26 healing effect
In the Light Bringer state, it will earn a Soul Light state for enemies surrounding the target after it explodes. This lasts 3 seconds.
In the Dark Warden state, it will earn a Soul Destruction state for enemies surrounding the target after it explodes. This lasts 3 seconds.
Puts all surrounding enemies in a Bleed state for 6 seconds.
Creates 5 Demon's Rancors and causes continuous, guided shot for 2 seconds. Launches a maximum of 5. Demon's Rancor will disappear when manually interrupted or the target dies.
With the Light Bringer state, every Demon's Rancor recovers 14 HP. When the final Demon's Rancor hits the target, it gives them an additional Light Shield state.
With the Dark Warden state, every Demon's Rancor causes 42 of Spirit Damage. When the final Demon's Rancor hits the target, a max of 100 HP can be absorbed and given to the caster.
In a Light Bringer state, it earns the target a Light Shield state that lasts 5 seconds.
For 5 seconds, continuously recovers HP for friendly units or causes damage to enemy units in range.
In the Light Bringer state, it recovers 12 HP every second for all friendly units in range.
In the Dark Warden state, it causes 23 Spirit Damage every second to enemies in range.
Releases a light orb that contains Flourish and causes damage or recovery.
In the Light Bringer state, it unleashes a Lightsoul Orb that advances forward and earns an HP recovery effect for all friendly targets it hits. Press the button again within 5 seconds to directly detonate the Lightsoul Orb and cause 47 of base Magic Damage and an additional 47 Healing effect to all friendly targets in a 5 meter range.
With the Dark Warden state, this releases a Necrotic Orb on an enemy target. The orb deals 27 Spirit Damage to all enemies it hits in its path. Press the button again within 5 seconds to directly detonate the Necrotic Orb and deals 86 Spirit Damage to all enemy targets in a 5-meter range.
The Lightsoul Orb can earn a HP Recovery state for all friendly targets it hits. Lasts 10 seconds.
Summons an Occultist's Gift to the target's location. Lasts for 300 seconds.
A maximum of one can exist at any time.
With the Light Bringer state, it summons an Occultist's Gift that can increase Physical and Magic Defense by 7 for surrounding teammates.
With the Dark Warden state, it summons an Occultist's Gift that can increase Physical and Magic Damage by 1 for surrounding teammates.
Switches you from a Light Bringer to Dark Warden state or vice versa and switches Special Skill Points.
In Light Bringer state, all skills increase Light Bringer Special Skill Points and Healing is increased by an amount equal to 48% Dexterity
In Dark Warden state, all skills increase Dark Warden Special Skill Points and Magic Damage is increased by an amount equal to 48% Dexterity. A Dark Warden state will cause more damage to monsters.
Detonates summoned Occultist's Gift.
Detonating a Light Bringer Occultist's Gift can recover 43 HP for all friendly targets in range and dispel all negative states.
Detonating a Dark Warden Occultist's Gift can cause 77 Spirit Damage to enemies and dispel all positive states that can be dispelled.
Gate of Atrophy
Increases state effects
In a Light Bringer state it summons a Gods' Blessing gate. All friendly units who pass through the gate can earn a Gods' Blessing and all the Gods' Blessing effects.
In the Dark Warden state it summons a Souleater gate. Any enemy who passes through the gate will receive the curse of a Souleater and suffer Souleater effects.
The Gods' Blessing Gate can increase Gods' Blessing effects for teammates. It lasts 4 seconds and the blessing can't be repeated at the same gate.
The Souleater Gate inflicts a Souleater effect on enemies who pass through it. Lasts 4 seconds and the curse can't be repeated at the same gate.
Removes control, earns protection and returns you to a location near the totem.
Manually removing the Light Pearl can remove controlled states from friendly targets within a 5 meter range.
Manually removing the Dark Pearl can imprison enemies who are in a 5 meter range.
The Light Bringer state will earn a protective Light Pearl. Lasts 5 seconds.
The Dark Warden state will earn a protective Dark Pearl. Lasts 5 seconds.
Manually removing the Dark Pearl can imprison surrounding enemies for 3 seconds.
Use Spacetime Field to imprison the target and absorb damage. Light Bringer and Dark Warden states both have different cooldowns for Demon Shackles.
Use on a fixed target to create a forbidden zone effect. When the forbidden zone disappears or is destroyed, it may cause an explosion and additional effects. While the forbidden zone is in effect, you can also use a skill to detonate it manually.
After a Light Forbidden Zone explodes, it can recover 22 HP for friendly targets nearby.
After a Dark Forbidden Zone explodes it can cause 101 Dark damage to nearby enemy units.
Light Bringer state can only be used on team targets. Summons a Light Forbidden Zone and lasts for 6 seconds.
Dark Warden state can only be used on enemy targets. Summons a Dark Forbidden Zone and lasts for 6 seconds.
Removes your control states and makes you switch places with a chosen target.
Light Bringer State: Makes you and the locked teammate/group member swap locations and removes any control effects they may be under. Also reduces your HP by 5% and makes the target recover 62 HP.
Dark Warden Status: Makes you and a locked enemy switch places and causes 79 Dark Damage to the target. Also recovers HP for you that is equal to 50% of damage.
Occultist's Passive Skills
Damage and healing effects on target with less than 50% HP will be reduced by 10%.
Increases Crit Power for you and all teammates within 30 meters by 12%.
Every 10 points of Strength, Intelligence, Physique and Dexterity will add 60 to your maximum HP.
Occultist's Special Skills: Dark Warden
Summons Dark Bloodclaws that clench enemies tightly, imprisoning and causing damage to the target and surrounding enemies.
After the Imprisonment time is over, the Bloodclaws will slice through enemies in range and cause 122 Spirit Damage.
Imprisons enemy for 1 seconds.
Dance of Death
Burns through life. Continuously causes damage to all enemies in the specified area and lasts a maximum of 30 seconds.
Causes 62 Dark Damage to enemy every second.
Continuously causes a small amount of damage to you during guidance time.
Causes continuous damage to an enemy for 3 seconds and converts a part of that damage into HP for you.
Causes 61 Spirit Damage to enemies every 0.5 seconds.
Converts 50% of inflicted damage into HP for you.
Archon of Darkness
Archon of Darkness, Mortal Shura Morph, Control Immunity.
Mortal Shura has skill Shura's Rage: Causes 158 Dark Damage to enemies in front.
Occultist's Special Skills: Light Bringer
Bonds of Light
A movable guidance skill. Connects you with all surrounding teammates and continuously recovers HP and Mana for all of you for 5 seconds. Also reduces the damage that you receive.
Recovers 37 HP for you and surrounding teammates every second.
Recovers 1 Mana for you and surrounding teammates every second.
Strengthens Attack for you and your teammates. Effect lasts 15 seconds for you and 10 for your teammates.
Earns a Bathed in Light effect for all your teammates.
Bathed in Light: Increases Physical and Magic Damage by 24
Converts all received damage effects into healing effects for you or a teammate for 3 seconds.
A target can only be affected by Cunning Transference once every 120 seconds.
Erases a large amount of the target's Enmity and makes it impossible to create new Enmity while it is in effect.
Earns a Cunning Transference effect for you or your team.
Cunning Transference: Received damage effects are converted into healing effects.
Archon of Light
Archon of Light, Archon of Light incarnate, Control Immunity
The Aurora God has the skill God's Light: Recovers 64 HP every second for surrounding teammates.
The Aurora God has the skill God's Light: Recovers 3 Mana every second for nearby teammates.